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Japanese: The Game box art

Japanese: The Game

Players

1-6

Time

?-?

Age

12+

Weight

2.14

Rating

5.54

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Moderate level of interaction with a mix of direct and strategic confrontation. Players need to pay attention to others' actions frequently, but cooperation is not a major focus.

Replay value

Japanese: The Game offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game also provides deep strategic possibilities, allowing players to improve their strategy over time. The player interaction score is average, and the game scales well with different numbers of players. While it may take some time to learn, the game offers a good balance between easiness and depth. Overall, Japanese: The Game has a strong replayability score of 7.85.

Luck profile

Japanese: The Game has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Japanese: The Game is a language-learning card game. The cards in the game each have a Japanese word on the obverse. Players use these cards to build melds following a color pattern that forces the melds to be grammatically correct Japanese sentences. The game has solo, collaborative, and competitive modes to allow for play and learning in both individual and social situations. The game play in competitive mode allows for building and improving one's melds to gain points that enable the player to eliminate opponents' melds. The educational focus of the game is to practice sentence-building in a fun environment. This practice has the side-effect of exposing players to the vocabulary on the cards as well as training the mind to create proper Japanese sentences with any Japanese words they learn or already know.

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Editions

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Credits

Designers

1
Bernhard Hamaker

Artists

1
Bernhard Hamaker

Publishers

1
(Self-Published)

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